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engines/crab/animation/walkframes.h
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130
engines/crab/animation/walkframes.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#ifndef CRAB_WALKFRAMES_H
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#define CRAB_WALKFRAMES_H
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#include "crab/timer.h"
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#include "crab/ai/movement.h"
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#include "crab/animation/animframe.h"
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#include "crab/people/personbase.h"
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namespace Crab {
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namespace pyrodactyl {
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namespace anim {
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enum WalkAnimType {
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WT_STAND,
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WT_WALK,
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WT_FIGHT,
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WT_KO,
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WT_TOTAL
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};
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class WalkFrames {
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struct WalkFrameSet {
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AnimationFrames frames[DIRECTION_TOTAL];
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void load(rapidxml::xml_node<char> *node) {
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frames[DIRECTION_DOWN].load(node->first_node("down"));
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frames[DIRECTION_UP].load(node->first_node("up"));
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frames[DIRECTION_LEFT].load(node->first_node("left"));
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frames[DIRECTION_RIGHT].load(node->first_node("right"));
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}
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};
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// The walking animations of the sprite
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WalkFrameSet _set[WT_TOTAL];
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// The current walking animation
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WalkAnimType _cur;
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// The timers used for animation playing
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Timer _timer;
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// Dialog box related
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void updateClip(WalkAnimType type, Direction d);
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public:
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WalkFrames() {
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_cur = WT_STAND;
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_timer.start();
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}
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~WalkFrames() {}
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void load(rapidxml::xml_node<char> *node);
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bool updateClip(Direction d, bool reset);
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void resetClip(Direction d);
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void type(WalkAnimType type) {
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_cur = type;
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}
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WalkAnimType type() {
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return _cur;
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}
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bool type(const Vector2f &vel, Direction &dir, const pyrodactyl::people::PersonState &pst, const bool &first_x);
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const Rect &clip(Direction d) {
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return _set[_cur].frames[d].currentFrame()._clip;
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}
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const Rect &boxV(Direction d) {
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return _set[_cur].frames[d].currentFrame()._boxV;
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}
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const TextureFlipType &flip(Direction d) {
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return _set[_cur].frames[d]._flip;
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}
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const ShadowOffset &shadow(Direction d) {
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return _set[_cur].frames[d]._shadow;
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}
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int anchorX(Direction d) {
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return _set[_cur].frames[d].currentFrame()._anchor.x;
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}
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int anchorY(Direction d) {
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return _set[_cur].frames[d].currentFrame()._anchor.y;
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}
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// Dialog box related
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Rect dialogClip(const pyrodactyl::people::PersonState &state);
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void updateClip(const pyrodactyl::people::PersonState &state);
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};
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} // End of namespace anim
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} // End of namespace pyrodactyl
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} // End of namespace Crab
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#endif // CRAB_WALKFRAMES_H
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